Abstract
Despite the recent advances in automatic methods for computing skinning weights, manual intervention is still indispensable to produce high-quality character deformation. However, current modeling software does not provide efficient tools for the manual definition of skinning weights. Widely used paint-based interfaces give users high degrees of freedom, but at the expense of significant efforts and time. This article presents a novel interface for editing skinning weights based on splines, which represent the isolines of skinning weights on a mesh. When a user drags a small number of spline anchor points, our method updates the shape of the isolines and smoothly interpolates or propagates the weights while respecting the given iso-value on the spline. We introduce several techniques to enable the interface to run in real-time and propose a particular combination of functions that generates appropriate skinning weight over the surface. Users can create skinning weights from scratch by using our method. In addition, we present the spline and the gradient fitting methods that closely approximate initial given weights, so that a user can modify the weights with our spline interface. We show the effectiveness of our spline-based interface through a number of test cases.
Supplemental Material
Available for Download
Supplemental movie and image files for, Spline Interface for Intuitive Skinning Weight Editing
- Dragomir Anguelov, Praveen Srinivasan, Daphne Koller, Sebastian Thrun, Jim Rodgers, and James Davis. 2005. SCAPE: Shape completion and animation of people. ACM Trans. Graph. 24, 3 (July 2005), 408--416. Google Scholar
Digital Library
- Seungbae Bang, Byungkuk Choi, Roger Blanco i Ribera, Meekyoung Kim, Sung-Hee Lee, and Junyong Noh. 2015. Interactive rigging with intuitive tools. In Proceedings of the Computer Graphics Forum, Vol. 34, Wiley Online Library, 123--132. Google Scholar
Digital Library
- Ilya Baran and Jovan Popović. 2007. Automatic rigging and animation of 3D characters. In ACM Transactions on Graphics, Vol. 26, ACM, 72. Google Scholar
Digital Library
- Péter Borosán, Ming Jin, Doug DeCarlo, Yotam Gingold, and Andrew Nealen. 2012. Rigmesh: Automatic rigging for part-based shape modeling and deformation. ACM Trans. Graph. 31, 6 (2012), 198. Google Scholar
Digital Library
- Mario Botsch, Leif Kobbelt, Mark Pauly, Pierre Alliez, and Bruno Lévy. 2010. Polygon Mesh Processing. CRC Press.Google Scholar
- Trevor F. Cox and Michael A. A. Cox. 2000. Multidimensional Scaling. CRC Press.Google Scholar
- C. De Boor. 1978. A Practical Guide to Splines. Number V. 27 in Applied Mathematical Sciences. Springer-Verlag. Retrieved from https://books.google.co.kr/books?id=mZMQAQAAIAAJ.Google Scholar
- Olivier Dionne and Martin de Lasa. 2013. Geodesic voxel binding for production character meshes. In Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation. ACM, 173--180. Google Scholar
Digital Library
- Powei Feng and Joe Warren. 2012. Discrete bi-Laplacians and biharmonic B-splines. ACM Trans. Graph. 31, 4 (July 2012). Retrieved from Google Scholar
Digital Library
- Michael S. Floater. 2003. Mean value coordinates. Comput. Aid. Geometr. Design 20, 1 (2003), 19--27. Google Scholar
Digital Library
- Michael Hofer and Helmut Pottmann. 2004. Energy-minimizing splines in manifolds. ACM Trans. Graph. 23, 3 (2004), 284--293. Google Scholar
Digital Library
- Fei Hou, Ying He, Hong Qin, and Aimin Hao. 2017. Knot optimization for biharmonic B-splines on manifold triangle meshes. IEEE Trans. Visual. Comput. Graph. 23, 9 (2017), 2082--2095.Google Scholar
Digital Library
- Alec Jacobson. 2013. Algorithms and Interfaces for Real-time Deformation of 2D and 3D Shapes. Ph.D. Dissertation. ETH Zurich.Google Scholar
- Alec Jacobson, Ilya Baran, Jovan Popovic, and Olga Sorkine. 2011. Bounded biharmonic weights for real-time deformation. ACM Trans. Graph. 30, 4 (2011), 78. Google Scholar
Digital Library
- Alec Jacobson, Ladislav Kavan, and Olga Sorkine-Hornung. 2013. Robust inside-outside segmentation using generalized winding numbers. ACM Trans. Graph. 32, 4 (2013), 33. Google Scholar
Digital Library
- Alec Jacobson, Daniele Panozzo et al. 2016. libigl: A simple C++ geometry processing library. Retrieved from http://libigl.github.io/libigl/.Google Scholar
- Stefan Jeschke, David Cline, and Peter Wonka. 2009. Rendering surface details with diffusion curves. In ACM Trans. Graph. Vol. 28, ACM, 117. Google Scholar
Digital Library
- Jingyi Jin, Michael Garland, and Edgar A. Ramos. 2009. MLS-based scalar fields over triangle meshes and their application in mesh processing. In Proceedings of the 2009 Symposium on Interactive 3D Graphics and Games. ACM, 145--153. Google Scholar
Digital Library
- Pushkar Joshi, Mark Meyer, Tony DeRose, Brian Green, and Tom Sanocki. 2007. Harmonic coordinates for character articulation. In ACM Transactions on Graphics, Vol. 26, ACM, 71. Google Scholar
Digital Library
- Tao Ju, Scott Schaefer, and Joe Warren. 2005. Mean value coordinates for closed triangular meshes. In ACM Transactions on Graphics, Vol. 24, ACM, 561--566. Google Scholar
Digital Library
- Ladislav Kavan, Steven Collins, Jiří Žára, and Carol O’Sullivan. 2008. Geometric skinning with approximate dual quaternion blending. ACM Trans. Graph. 27, 4 (Nov. 2008). Google Scholar
Digital Library
- Ladislav Kavan and Olga Sorkine. 2012. Elasticity-inspired deformers for character articulation. ACM Trans. Graph. 31, 6 (2012), 196. Google Scholar
Digital Library
- Meekyoung Kim, Gerard Pons-Moll, Sergi Pujades, Seungbae Bang, Jinwook Kim, Michael J. Black, and Sung-Hee Lee. 2017. Data-driven physics for human soft tissue animation. ACM Trans. Graph. 36, 4 (July 2017). Google Scholar
Digital Library
- Vojtěch Krs, Ersin Yumer, Nathan Carr, Bedrich Benes, and Radomír Měch. 2017. Skippy: Single view 3D curve interactive modeling. ACM Trans. Graph. 36, 4 (2017), 128. Google Scholar
Digital Library
- Eric Landreneau and Scott Schaefer. 2010. Poisson-based weight reduction of animated meshes. In Proceedings of the Computer Graphics Forum, Vol. 29, Wiley Online Library, 1945--1954.Google Scholar
Cross Ref
- Binh Huy Le and Zhigang Deng. 2012. Smooth skinning decomposition with rigid bones. ACM Trans. Graph. 31, 6 (2012), 199. Google Scholar
Digital Library
- Binh Huy Le and Zhigang Deng. 2014. Robust and accurate skeletal rigging from mesh sequences. ACM Trans. Graph. 33, 4 (2014), 84. Google Scholar
Digital Library
- J. P. Lewis and Ken-ichi Anjyo. 2010. Direct manipulation blendshapes. IEEE Comput. Graph. Appl. 30, 4 (2010), 42--50. Google Scholar
Digital Library
- Yaron Lipman, Johannes Kopf, Daniel Cohen-Or, and David Levin. 2007. GPU-assisted positive mean value coordinates for mesh deformations. In Proceedings of the Symposium on Geometry Processing. Google Scholar
Digital Library
- Yaron Lipman, David Levin, and Daniel Cohen-Or. 2008. Green coordinates. In ACM Transactions on Graphics, Vol. 27, ACM, 78. Google Scholar
Digital Library
- Matthew Loper, Naureen Mahmood, Javier Romero, Gerard Pons-Moll, and Michael J. Black. 2015. SMPL: A skinned multi-person linear model. ACM Trans. Graph. 34, 6 (2015), 248. Google Scholar
Digital Library
- Aleka McAdams, Yongning Zhu, Andrew Selle, Mark Empey, Rasmus Tamstorf, Joseph Teran, and Eftychios Sifakis. 2011. Efficient elasticity for character skinning with contact and collisions. In ACM Transactions on Graphics, Vol. 30, ACM, 37. Google Scholar
Digital Library
- Alex Mohr, Luke Tokheim, and Michael Gleicher. 2003. Direct manipulation of interactive character skins. In Proceedings of the 2003 Symposium on Interactive 3D Graphics. ACM, 27--30. Google Scholar
Digital Library
- Daniele Panozzo, Ilya Baran, Olga Diamanti, and Olga Sorkine-Hornung. 2013. Weighted averages on surfaces. ACM Trans. Graph. 32, 4 (2013), 60. Google Scholar
Digital Library
- Gerard Pons-Moll, Javier Romero, Naureen Mahmood, and Michael J. Black. 2015. Dyna: A model of dynamic human shape in motion. ACM Trans. Graph. 34, 4 (2015), 120. Google Scholar
Digital Library
- Raif M. Rustamov. 2010. Barycentric coordinates on surfaces. In Proceedings of the Computer Graphics Forum, Vol. 29, Wiley Online Library, 1507--1516.Google Scholar
Cross Ref
- Leonardo Sacht, Etienne Vouga, and Alec Jacobson. 2015. Nested cages. ACM Trans. Graph. 34, 6 (2015), 170. Google Scholar
Digital Library
- Johannes Wallner and Helmut Pottmann. 2006. Intrinsic subdivision with smooth limits for graphics and animation. ACM Trans. Graph. 25, 2 (2006), 356--374. Google Scholar
Digital Library
- Yu Wang, Alec Jacobson, Jernej Barbič, and Ladislav Kavan. 2015. Linear subspace design for real-time shape deformation. ACM Trans. Graph. 34, 4 (2015), 57. Google Scholar
Digital Library
- Rich Wareham and Joan Lasenby. 2008. Bone glow: An improved method for the assignment of weights for mesh deformation. In Proceedings of the International Conference on Articulated Motion and Deformable Objects. Springer, 63--71. Google Scholar
Digital Library
- Hongyi Xu and Jernej Barbič. 2014. Signed distance fields for polygon soup meshes. In Proceedings of the Conference on Graphics Interface. Canadian Information Processing Society, 35--41. Google Scholar
Digital Library
Index Terms
Spline Interface for Intuitive Skinning Weight Editing
Recommendations
Computation of skinning weight using spline interface
SIGGRAPH '18: ACM SIGGRAPH 2018 PostersAmong many approaches for object and character deformation, closed-form skinning methods, such as Linear Blend Skinning (LBS) and Dual Quaternion Skinning (DQS), are widely used as they are fast and intuitive. The quality of these skinning methods ...
Local T-spline surface skinning with shape preservation
AbstractSurface skinning is a surface generation method that uses a set of given cross-sectional curves, and it is widely used in free-form surface design. In the B-spline surface skinning, the given B-spline curves should be compatible, that ...
Graphical abstractDisplay Omitted
Highlights- A local T-spline surface skinning method with shape preservation is proposed.
- ...
RigMesh: automatic rigging for part-based shape modeling and deformation
The creation of a 3D model is only the first stage of the 3D character animation pipeline. Once a model has been created, and before it can be animated, it must be rigged. Manual rigging is laborious, and automatic rigging approaches are far from real-...





Comments